fire/kin/fire @ 37% def & 66% res
Short answer?
Terrible.
And that's only looking at your attack chain.
You are missing the whole point of using a Fire / Kin to farm.
Perma - FULCRUM !
I will post you a build in about 10 mins that you should be using instead..
Only 1 Acc in Fulcrum on a farmer o.O Hide your shame !
INFACT! !
I just looked at your build and it's worse than I thought, let me explain each power....
CHAR - Do not add any slots to this you should not be using single target powers.
TRANSFUSION - Not bad the way you have it, would be nice with another Acc tho.
FIRE CAGES - Perfect that will do nicely.
HOT FEET - No need for Accuracy, Hot feet in PvE is Autohit, should proc this for chance of extra dmg.
KICK - No need to slot this unless you have spare slots and you want it as a mule
TOUGH - Slotted nicely if you can afford 6
SUPERSPEED - No need for +Stealth
BOXING - Why take this when you have Kick?? 1 or the other it's necessity not choice
FLURRY - omg why?
FIRE IMPS - thats a lot of slots for not alot of figures, 4 Expidient is more than enough
TRANSFERENCE - its getting there but needs more work, I'll show you in build to follow.
FULCRUM - 3 ACC 3RECH ! ! ! ! NON NEGOTIABLE !
FIRE BLAST - No need for this at all, if you want the apocs for recharge put them in char
SIPHON SPEED - should be 2ACC 2 RECH and set to auto so that you stack everything else.
Consciousness: that annoying time between naps.
Try this . . . it's still not the build I would use, but i tried to keep things close to your original.
Your attack chain should be...
Smoke,
Jump into centre of mobs,
Fire Cages,
Flash Fire,
Fulcrum,
Fireball...
Transference and Transfusion as required and as the imps clear up the leftovers.
Farming is not about spike damage, it's about efficiency, your aim should be to finish each mob in the same state as you started it.
Full HP
Full END
Fully recharged powers,
(and with some fulcrum still applied is you can)
You had a power extra at the end, Increase density will be better for your imps than speed boost so you can make them that much tougher.
Have a gander.... here is the build, you didn't loose alot of defense but Smoke -acc will make up for it too, and now you should plough through mobs as a FireKin should.
Donna x
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Consciousness: that annoying time between naps.
It depends on the build, but Fulcrum Shift certainly doesn't need 6 slots. With global accuracy nothing should be slotted with 3 Acc. 2 Rech is good enough, the 3rd only shaves off another second.
Like Dersk said, there is a to-hit check for the damage portion of Hot Feet, but not the fear and slow. Fire Cages doesn't need immobs, the base duration is long enough, even more so if you're using the power more than once per mob. 5 Posi with proc and Grav Anchor proc is how I slot it.
Char definitely should have slots, especially if you're fighting against bosses. But, I agree having Boxing and Kick is dumb. Using Increase Density on Imps is just a waste of time, even more so than using Speed Boost on them.
Smoke, I'm not a fan of, if you use it that's fine, but I personally wouldn't pick it. To save a slot I usually put the Stealth IO in sprint. Finally, depending on what you're fighting, you don't even have to use Flashfire. I never used it on my Fire/Psi while farming Nemesis.
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
No offense... If you look at what is slotted in all those "dumb" powers I was taking them for the defense. I am almost soft capped on defense and still have the benefit of almost soft capped resist. As for donna saying I need to have perma FS. It comes up every 23 secs which means I can have 2 instances stacked as well as 2 of siphon power which means I'm well beyond the damage cap. Donna... did you even truly look at the build? I never even took spped boost and why would i want KB resist for my imps when the vills I fight dont have hardly any KB. Freaks have some and so does BM but I rarely see my imps go flying anyway. I did slot fire cages with enf opp for the defense bonus. more defense = more survivable. Why do you think so many people are so high on /stone... defense cap.
My resoning for the defense is easy. Fighting +4 mobs I'll have to spam my heal faster than my attacks since I'll be getting hit left and right. This is more survivable without losing any damage.
My two cents,
I will explain to you why this build is flawed.
You went Overkill on two particular types of damage, leaving yourself open to other types.
Build for Ranged defense, I have seen more fire/kins die while trying to FF and contain a mob then while in it.
Try this build.
I Run this build, Using smoke, it puts you at almost 40% defense to E/NE and over soft cap for ranged. 64% resist to S/L. In most cases, I can run into groups of +1-2 con enemies and roll them and not use my heal.
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Hi guys, couple more points to make.
The standard damage portion is not autohit, and is enhanced by accuracy. The containment portion, I believe, is given a 75% chance and not affected by accuracy. The slow and fear are autohit, yes. Accuracy in hotfeet does increase the likelyhood of damage. |
Also Hotfeet doesn't cause fear.
I agree that Fulcrum would probably manage with 2Acc IO's and 2 Rech IO's I just have mine at 6 from force of habbit since the days of SO's.
Cages would probably be better with damage, atm I have full set of grav anchor in mine but thats because i have 5 purple sets in her.
As for power choices, I did state this is still not the build I would use, I just didn't want to tear apart every part of the OP build.
Using Increase Density on Imps is just a waste of time, even more so than using Speed Boost on them. |
No offense... If you look at what is slotted in all those "dumb" powers I was taking them for the defense. I am almost soft capped on defense and still have the benefit of almost soft capped resist. As for donna saying I need to have perma FS. It comes up every 23 secs which means I can have 2 instances stacked as well as 2 of siphon power which means I'm well beyond the damage cap. Donna... did you even truly look at the build? I never even took spped boost and why would i want KB resist for my imps when the vills I fight dont have hardly any KB. Freaks have some and so does BM but I rarely see my imps go flying anyway. I did slot fire cages with enf opp for the defense bonus. more defense = more survivable. Why do you think so many people are so high on /stone... defense cap. My resoning for the defense is easy. Fighting +4 mobs I'll have to spam my heal faster than my attacks since I'll be getting hit left and right. This is more survivable without losing any damage. |
I agree 100% with Not_Epsilon, so i'm sorry but your "farming build" Ignitros left me with a taste of WTF in my mouth. :O
Consciousness: that annoying time between naps.
Red Tomax lists
7.65 Fire damage Not auto-hit
7.65 Fire damage (75% chance) PvE only, If target is Contained (Immobilized, Held, Slept, or Stunned)
+4s Afraid (mag 3) [Ignores Enhancements & Buffs]
Effect does not stack from same caster
-10 Fly for 15s [Non-resistable]
JumpHeight -87.5% for 2.25s [Ignores Enhancements & Buffs]
Effect does not stack from same caster
SpeedJumping, RunSpeed -0.875 for 2.25s
Effect does not stack from same caster
http://www.redtomax.com/data/powers/...ntrol.Hot_Feet
My attack chain is fire cages, flashfire then fireball and hotfeet going the whole time. Wash, rinse and repeat.
|
Sorry, I'm not trying to threadjack this into some rant about farming or anything. I actually enjoy farming, especially when the team is running dangerous close to wipe. I just have a long-standing rule that when my playstyle for a toon boils down a linear algorithm I could program, its time to roll a new toon.
Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.
My two cents,
I will explain to you why this build is flawed. You went Overkill on two particular types of damage, leaving yourself open to other types. Build for Ranged defense, I have seen more fire/kins die while trying to FF and contain a mob then while in it. |
As to the OP, it's an interesting build. I doubt it's as survivable as simply taking the Stone pool and capping S/L defense, but if the idea is to keep the Fire pool then it's a very survivable build for that. I personally would not make the sacrifices you're making in order to keep the Fire pool, but if that's what you want, more power to you.
And anyone that tells you that Char should not be slotted is definitely not someone you want to take any advice from.
No offense to your hardwork on this build. But it simply failes. You are wasting your time trying to get softcap for defense/resistance.. Simply wasting your time, if you have the money use this build:
It wins in every single way. 121.5% global recharge without hasten... Yes I made it
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Jasmine Bliss Farming option1: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Hero Profile:
------------
Level 1: Char
(A) Basilisk's Gaze - Accuracy/Hold: Level 30
(3) Basilisk's Gaze - Accuracy/Recharge: Level 30
(3) Basilisk's Gaze - Recharge/Hold: Level 30
(9) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
Level 1: Transfusion
(A) Doctored Wounds - Heal/Endurance: Level 50
(9) Doctored Wounds - Endurance/Recharge: Level 50
(11) Doctored Wounds - Heal/Recharge: Level 50
(11) Doctored Wounds - Heal/Endurance/Recharge: Level 50
(13) Doctored Wounds - Heal: Level 50
(50) Doctored Wounds - Recharge: Level 50
Level 2: Fire Cages
(A) Gravitational Anchor - Immobilize: Level 50
(13) Gravitational Anchor - Immobilize/Recharge: Level 50
(15) Gravitational Anchor - Accuracy/Immobilize/Recharge: Level 50
(15) Gravitational Anchor - Accuracy/Recharge: Level 50
(17) Gravitational Anchor - Immobilize/Endurance: Level 50
Level 4: Ring of Fire
(A) Decimation - Accuracy/Damage: Level 40
(5) Decimation - Damage/Endurance: Level 40
(5) Decimation - Damage/Recharge: Level 40
(7) Decimation - Accuracy/Endurance/Recharge: Level 40
(7) Decimation - Accuracy/Damage/Recharge: Level 40
Level 6: Hurdle
(A) Jumping IO: Level 50
Level 8: Hasten
(A) Recharge Reduction IO: Level 50
(17) Recharge Reduction IO: Level 50
(19) Recharge Reduction IO: Level 50
Level 10: Siphon Speed
(A) Tempered Readiness - Accuracy/Slow: Level 50
(19) Tempered Readiness - Damage/Slow: Level 50
(21) Tempered Readiness - Accuracy/Endurance: Level 50
(21) Tempered Readiness - Range/Slow: Level 50
(23) Tempered Readiness - Endurance/Recharge/Slow: Level 50
Level 12: Hot Feet
(A) Armageddon - Damage: Level 50
(23) Armageddon - Damage/Recharge: Level 50
(25) Armageddon - Accuracy/Damage/Recharge: Level 50
(25) Armageddon - Accuracy/Recharge: Level 50
(27) Armageddon - Damage/Endurance: Level 50
Level 14: Super Speed
(A) HamiO:Microfilament Exposure
Level 16: Health
(A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
Level 18: Flashfire
(A) Absolute Amazement - Stun/Recharge: Level 50
(27) Absolute Amazement - Stun: Level 50
(29) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
(29) Absolute Amazement - Accuracy/Recharge: Level 50
(31) Absolute Amazement - Endurance/Stun: Level 50
Level 20: Stamina
(A) Endurance Modification IO: Level 50
(31) Endurance Modification IO: Level 50
(31) Endurance Modification IO: Level 50
(33) Performance Shifter - Chance for +End: Level 50
Level 22: Cinders
(A) Unbreakable Constraint - Hold: Level 50
(33) Unbreakable Constraint - Hold/Recharge: Level 50
(33) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
(34) Unbreakable Constraint - Accuracy/Recharge: Level 50
(34) Unbreakable Constraint - Endurance/Hold: Level 50
Level 24: Kick
(A) Accuracy IO: Level 50
Level 26: Tough
(A) Impervious Skin - Resistance/Endurance: Level 30
(34) Impervious Skin - Resistance/Recharge: Level 30
(36) Impervious Skin - Endurance/Recharge: Level 30
(36) Impervious Skin - Resistance/Endurance/Recharge: Level 30
(36) Impervious Skin - Status Resistance: Level 30
Level 28: Weave
(A) Luck of the Gambler - Recharge Speed: Level 50
(37) Red Fortune - Defense/Endurance: Level 50
(37) Red Fortune - Defense/Recharge: Level 50
(37) Red Fortune - Endurance/Recharge: Level 50
(39) Red Fortune - Defense/Endurance/Recharge: Level 50
(39) Red Fortune - Defense: Level 50
Level 30: Maneuvers
(A) Luck of the Gambler - Recharge Speed: Level 50
Level 32: Fire Imps
(A) Expedient Reinforcement - Accuracy/Recharge: Level 50
(39) Expedient Reinforcement - Accuracy/Damage: Level 50
(40) Expedient Reinforcement - Damage/Endurance: Level 50
(40) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
Level 35: Transference
(A) Efficacy Adaptor - EndMod: Level 50
(40) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
(42) Efficacy Adaptor - EndMod/Recharge: Level 50
(42) Efficacy Adaptor - Accuracy/Recharge: Level 50
(42) Efficacy Adaptor - EndMod/Accuracy: Level 50
(43) Efficacy Adaptor - EndMod/Endurance: Level 50
Level 38: Fulcrum Shift
(A) Recharge Reduction IO: Level 50
(43) Recharge Reduction IO: Level 50
(43) Recharge Reduction IO: Level 50
(45) Accuracy IO: Level 50
(45) Accuracy IO: Level 50
(45) Accuracy IO: Level 50
Level 41: Fire Ball
(A) Ragnarok - Damage: Level 50
(46) Ragnarok - Damage/Recharge: Level 50
(46) Ragnarok - Accuracy/Damage/Recharge: Level 50
(46) Ragnarok - Accuracy/Recharge: Level 50
(48) Ragnarok - Damage/Endurance: Level 50
Level 44: Fire Shield
(A) Impervious Skin - Resistance/Endurance: Level 30
(48) Impervious Skin - Resistance/Recharge: Level 30
(48) Impervious Skin - Endurance/Recharge: Level 30
(50) Impervious Skin - Resistance/Endurance/Recharge: Level 30
(50) Impervious Skin - Status Resistance: Level 30
Level 47: Tactics
(A) To Hit Buff IO: Level 50
Level 49: Vengeance
(A) Luck of the Gambler - Recharge Speed: Level 50
------------
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Containment
------------
Set Bonus Totals:
7.5% DamageBuff(Smashing)
7.5% DamageBuff(Lethal)
7.5% DamageBuff(Fire)
7.5% DamageBuff(Cold)
7.5% DamageBuff(Energy)
7.5% DamageBuff(Negative)
7.5% DamageBuff(Toxic)
7.5% DamageBuff(Psionic)
2.5% Defense(Energy)
2.5% Defense(Negative)
1.25% Defense(Ranged)
3.15% Max End
1.5% Enhancement(FlySpeed)
1.5% Enhancement(JumpHeight)
1.5% Enhancement(RunSpeed)
1.5% Enhancement(JumpSpeed)
75% Enhancement(Accuracy)
4% Enhancement(Heal)
121.3% Enhancement(RechargeTime)
53.4 HP (5.25%) HitPoints
MezResist(Confused) 20%
MezResist(Held) 20%
MezResist(Immobilize) 25%
MezResist(Sleep) 24.4%
MezResist(Stun) 20%
MezResist(Terrorized) 22.2%
25% (0.42 End/sec) Recovery
10% (0.42 HP/sec) Regeneration
15.1% Resistance(Fire)
15.1% Resistance(Cold)
1.26% Resistance(Toxic)
1.26% Resistance(Psionic)
4% XPDebtProtection
@Psycho Jas
I am still sure that Hotfeet is autohit in PvE...(i'm sure about this) I have never seen "MISS" come up
|
I don't see how you could possibly come to that conclusion. You've never noticed enemies trying to run away because of hotfeet?
It depends on what you farm. On my farm, I can level a mob in about 5 seconds, the only problem being, that the damage the enemies do at range is Energy, NE and Fire; At melee its all S/L. If I were to take the up front damage from the alpha even with FS and Tough running, I would be dead with several hundreds of points of damage to spare.
Now, from my experience, slotting for excessive +recharge is slightly useless, it doesnt take much to get like 2 fulcrums to overlap perma. After that point and reaching damage cap, for me at least, the excess recharge is a waste.
After sinking well over 3 bill into my different fire/kins, 3 to be exact, I simply prefer my defense build //Fire to most other builds, its just easier to handle with less attention, my 125% global recharge does go *Slightly* faster.
is that... fun? You make it sound more like a tedious chore than actually playing/adapting/improvising, with the fun and excitement of a lifetime career at the DMV.
Sorry, I'm not trying to threadjack this into some rant about farming or anything. I actually enjoy farming, especially when the team is running dangerous close to wipe. I just have a long-standing rule that when my playstyle for a toon boils down a linear algorithm I could program, its time to roll a new toon. |
The reason for not taking /stone would be resist. With defense you dont get hit as often but when you do get hit it hurts far more than if you have higher resists... That's why he tried to make a balance, higher defense than most but still having the high resist of fire.
Not sure what Epsilon is fighting but on Battle Maiden I have no problems taking the alpha from a +4 mob but I'm also over 1350HP with all my accolades and bonuses. Maybe he's fighting something else... i'm not sure there. As far as Donna talking about why not take /stone if you're so in love with defense... the OP stated thematic reasons.
Also... on a more personal note... What is up with all the people talking about slotting out FS with 2 and 3 recharge and accuracy? With set bonuses you have enough accuracy to barely worry about slotting any. I still do at least a lil just in case. And do most people not understand how the damage cap works? With 2 instnaces of Fulcrum Shift and Siphon Power you are soooooo far over the cap that it makes it a waste to add any recharge into it especially with all the global recharge and Siphon Speed double stacked.
I just realized that my last post was my brother... must not have logged out of my account. lol
Not to be mean... but if you are looking to farm, its probably best to skip over advice that suggests you put anymore than 2 slots in FS or advice that marginalizes the advantage of a soft capped defense build. You can get by with 1 acc 1 recharge just fine. Even just one acc is enough to keep it perma double stacked to top off any extra +damage you might need to hit the cap. Given most people slot hotfeet and fireball for damage you only need like 200% to have them capped. The extra 100% help for firecages only, and even then the damage difference isn't horribly significant.
So, that being said. The build could use a bit of work and could get closer to the soft cap for S/L defense. (I assumed that is what you were going for)
Here is the build I came up with. 60% Global Recharge 10% +HP (5% less than yours) but 44.6% defense to S/L damage with the same 66.8% Resists. I didn't toss the stealth IO in, but if you want you can always just pitch one in sprint. This should do you fine farming +2's and +3's. For +4's I might adjust a few things for some better Acc. Hasten is Perma with three siphon speeds, and no other real sacrifices are made. With a build like this, you can likely skip flashfire all together in your attack chain and just Cages FS Cages Fireball Cages (Siphon Speed/Transference/etc) and go from there.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Fire Mastery
Hero Profile:
------------
Level 1: Char BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(3), BasGaze-Rchg/Hold:30(3), BasGaze-Acc/EndRdx/Rchg/Hold:30(5)
Level 1: Transfusion Acc-I:50(A), Dct'dW-Heal/EndRdx:50(5), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal:50(9), Dct'dW-Heal/EndRdx/Rchg:50(9)
Level 2: Fire Cages Enf'dOp-EndRdx/Immob:50(A), Enf'dOp-Acc/Rchg:50(11), Enf'dOp-Acc/EndRdx:50(11), Enf'dOp-Immob/Rng:50(13), Enf'dOp-Acc/Immob/Rchg:50(13), Enf'dOp-Acc/Immob:50(15)
Level 4: Ring of Fire Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(15), Enf'dOp-Acc/EndRdx:50(17), Enf'dOp-Immob/Rng:50(17), Enf'dOp-Acc/Immob/Rchg:50(19), Enf'dOp-Acc/Immob:50(19)
Level 6: Combat Jumping LkGmblr-Rchg+:50(A)
Level 8: Hurdle Jump-I:50(A)
Level 10: Siphon Speed Acc-I:50(A), Acc-I:50(21), RechRdx-I:50(23), RechRdx-I:50(23)
Level 12: Flashfire Amaze-Stun/Rchg:50(A), Amaze-Stun:50(25), Amaze-Acc/Stun/Rchg:50(25), Amaze-EndRdx/Stun:50(27), Amaze-Acc/Rchg:50(27)
Level 14: Super Jump Jump-I:50(A)
Level 16: Health Mrcl-Rcvry+:40(A)
Level 18: Hot Feet Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(21), Oblit-Dmg/Rchg:50(29), Oblit-Acc/Dmg/Rchg:50(29), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(31)
Level 20: Stamina P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(33), P'Shift-EndMod/Rchg:50(33)
Level 22: Boxing KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(34), KntkC'bat-Dmg/Rchg:35(34), KntkC'bat-Dmg/EndRdx/Rchg:35(34)
Level 24: Tough S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(36), RctvArm-ResDam/EndRdx:40(36), RctvArm-ResDam/Rchg:40(36), RctvArm-ResDam:40(37), RctvArm-ResDam/EndRdx/Rchg:40(37)
Level 26: Weave LkGmblr-Rchg+:50(A), LkGmblr-Def:50(37), LkGmblr-Def/EndRdx:50(39)
Level 28: Hasten RechRdx-I:50(A), RechRdx-I:50(39)
Level 30: Kick KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(40)
Level 32: Fire Imps SvgnRt-Acc/Dmg:50(A), SvgnRt-Dmg/EndRdx:50(33), SvgnRt-PetResDam:50(39), SvgnRt-Acc/EndRdx:50(42), SvgnRt-Acc/Dmg/EndRdx:50(42), SvgnRt-Acc:50(42)
Level 35: Transference Efficacy-EndMod/Acc/Rchg:50(A), Efficacy-Acc/Rchg:50(40), Efficacy-EndMod/Acc:50(43), Efficacy-EndMod/Rchg:50(43)
Level 38: Fulcrum Shift Acc-I:50(A)
Level 41: Fire Ball Ragnrk-Dmg:50(A), Ragnrk-Dmg/EndRdx:50(43), Ragnrk-Dmg/Rchg:50(45), Ragnrk-Acc/Dmg/Rchg:50(45), Ragnrk-Acc/Rchg:50(45)
Level 44: Fire Shield RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(46), RctvArm-ResDam:40(46), RctvArm-ResDam/EndRdx/Rchg:40(46)
Level 47: Jump Kick KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(48), KntkC'bat-Dmg/Rchg:35(50), KntkC'bat-Dmg/EndRdx/Rchg:35(50)
Level 49: Acrobatics EndRdx-I:50(A)
------------
Level 1: Brawl KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(48), KntkC'bat-Dmg/Rchg:35(48), KntkC'bat-Dmg/EndRdx/Rchg:35(50)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Containment
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Hope this helps!
*edit* You could swap obliteration out for multi strike. You lose about 1% worth of defense but get much better end slotting on the power. 43.7% defense is about what my Fire/kin/Stone runs and he had zero issues with out the epic res shield.
MrLiberty - I don't get your claimed totals for the build you posted there. Hero Designer tells me 37% def. (I only got 35% when I tried to manually tally it up.) I don't have the i16 update for it installed, but I don't think there were any changes that could account for 7+% difference there...
[Edit] Hmm, Hero Designer can definitely be a bit buggy with it's totals... after a save/reload it is now showing 39% def. Still quite a bit short though.
MrLiberty - I don't get your claimed totals for the build you posted there. Hero Designer tells me 37% def. (I only got 35% when I tried to manually tally it up.) I don't have the i16 update for it installed, but I don't think there were any changes that could account for 7+% difference there...
[Edit] Hmm, Hero Designer can definitely be a bit buggy with it's totals... after a save/reload it is now showing 39% def. Still quite a bit short though. |
Pretty nice build, but as I've said before, that much resist is over kill when you'r S/L defense is capped. My survivability is ridiculous with only about 25% resistance.
I second that
I was looking to respec my farmer and went looking for a new build. I have seen alot of threads out there about /fire and /stone but I like my /fire so I'm not wanting to change it mostly for concept reasons.
I did learn something new about set bonuses I didn't know and that was they stayed with you even if the power was not active. That got me thinking... How close to soft capped defense could I get and still be close to soft capped resistance?
The build below is my attempt to do this and not gimp myself.
Omissions:
1) I didn't take Speed Boost since I primarily farm solo (why do my imps truly need to be SB'd?).
2) I didn't take Cinders since I rarely fire it off anyway... My attack chain is fire cages, flashfire then fireball and hotfeet going the whole time. Wash, rinse and repeat.
3) What looks like a random extra slot added into tough is just a filler till I can get my hands on one of those Glad's 3% defense which will then put me at 37% defense.
Any feedback or advice on what I could do different or even something I didn't think of would be way cool of everyone.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Dark Metal Pyre: Level 50 Natural Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Fitness
Ancillary Pool: Fire Mastery
Hero Profile:
------------
Level 1: Char
(A) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 50
(11) Lockdown - Accuracy/Hold: Level 50
(13) Lockdown - Accuracy/Recharge: Level 50
(17) Lockdown - Recharge/Hold: Level 50
(17) Lockdown - Endurance/Recharge/Hold: Level 50
Level 1: Transfusion
(A) Touch of the Nictus - Healing: Level 50
(3) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 50
(5) Touch of the Nictus - Accuracy/Healing: Level 50
(5) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 50
(7) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 50
Level 2: Fire Cages
(A) Enfeebled Operation - Accuracy/Recharge: Level 50
(3) Enfeebled Operation - Endurance/Immobilize: Level 50
(7) Enfeebled Operation - Accuracy/Endurance: Level 50
(9) Enfeebled Operation - Immobilize/Range: Level 50
(9) Enfeebled Operation - Accuracy/Immobilize: Level 50
(15) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50
Level 4: Siphon Power
(A) Accuracy IO: Level 50
Level 6: Hasten
(A) Recharge Reduction IO: Level 50
(43) Recharge Reduction IO: Level 50
Level 8: Hot Feet
(A) HamiO:Nucleolus Exposure
(11) HamiO:Nucleolus Exposure
(13) HamiO:Microfilament Exposure
(15) HamiO:Microfilament Exposure
(40) HamiO:Microfilament Exposure
Level 10: Combat Jumping
(A) Luck of the Gambler - Recharge Speed: Level 50
(39) Karma - Knockback Protection: Level 30
Level 12: Flashfire
(A) Absolute Amazement - Endurance/Stun: Level 50
(19) Absolute Amazement - Stun: Level 50
(19) Absolute Amazement - Stun/Recharge: Level 50
(21) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
(21) Absolute Amazement - Accuracy/Recharge: Level 50
Level 14: Kick
(A) Kinetic Combat - Accuracy/Damage: Level 35
(25) Kinetic Combat - Damage/Endurance: Level 35
(31) Kinetic Combat - Damage/Endurance/Recharge: Level 35
(37) Kinetic Combat - Damage/Recharge: Level 35
Level 16: Tough
(A) Reactive Armor - Endurance: Level 40
(23) Reactive Armor - Resistance: Level 40
(23) Reactive Armor - Resistance/Endurance: Level 40
(25) Reactive Armor - Resistance/Endurance/Recharge: Level 40
(27) Steadfast Protection - Knockback Protection: Level 30
(46) Titanium Coating - Resistance/Endurance: Level 50
Level 18: Hurdle
(A) Jumping IO: Level 50
Level 20: Health
(A) Regenerative Tissue - +Regeneration: Level 30
(27) Miracle - +Recovery: Level 40
(29) Numina's Convalescence - +Regeneration/+Recovery: Level 50
Level 22: Stamina
(A) Endurance Modification IO: Level 50
(31) Endurance Modification IO: Level 50
(33) Performance Shifter - Chance for +End: Level 50
Level 24: Super Speed
(A) Celerity - Endurance: Level 50
(31) Celerity - +Stealth: Level 50
Level 26: Boxing
(A) Kinetic Combat - Accuracy/Damage: Level 35
(46) Kinetic Combat - Damage/Endurance: Level 35
(50) Kinetic Combat - Damage/Recharge: Level 35
(50) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 28: Flurry
(A) Kinetic Combat - Accuracy/Damage: Level 35
(36) Kinetic Combat - Damage/Endurance: Level 35
(40) Kinetic Combat - Damage/Recharge: Level 35
(40) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 30: Weave
(A) Luck of the Gambler - Recharge Speed: Level 50
(39) HamiO:Cytoskeleton Exposure
(43) HamiO:Cytoskeleton Exposure
Level 32: Fire Imps
(A) Sovereign Right - Resistance Bonus: Level 50
(33) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50
(34) Soulbound Allegiance - Damage/Endurance: Level 50
(34) Soulbound Allegiance - Damage/Recharge: Level 50
(34) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
(39) Soulbound Allegiance - Accuracy/Recharge: Level 50
Level 35: Transference
(A) Performance Shifter - EndMod/Accuracy: Level 50
(36) Performance Shifter - EndMod/Recharge: Level 50
(36) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
(37) Performance Shifter - Accuracy/Recharge: Level 50
Level 38: Fulcrum Shift
(A) Accuracy IO: Level 30
Level 41: Fire Ball
(A) Ragnarok - Damage: Level 50
(42) Ragnarok - Damage/Endurance: Level 50
(42) Ragnarok - Damage/Recharge: Level 50
(42) Ragnarok - Accuracy/Damage/Recharge: Level 50
(43) Ragnarok - Accuracy/Recharge: Level 50
Level 44: Fire Shield
(A) Reactive Armor - Resistance: Level 40
(45) Reactive Armor - Resistance/Endurance: Level 40
(45) Reactive Armor - Resistance/Endurance/Recharge: Level 40
(45) Reactive Armor - Endurance: Level 40
(46) Steadfast Protection - Resistance/+Def 3%: Level 30
Level 47: Fire Blast
(A) Apocalypse - Damage/Endurance: Level 50
(48) Apocalypse - Damage: Level 50
(48) Apocalypse - Damage/Recharge: Level 50
(48) Apocalypse - Accuracy/Damage/Recharge: Level 50
(50) Apocalypse - Accuracy/Recharge: Level 50
Level 49: Siphon Speed
(A) Accuracy IO: Level 50
------------
Level 1: Brawl
(A) Kinetic Combat - Accuracy/Damage: Level 35
(29) Kinetic Combat - Damage/Endurance: Level 35
(33) Kinetic Combat - Damage/Recharge: Level 35
(37) Kinetic Combat - Damage/Endurance/Recharge: Level 35
------------
Set Bonus Totals:
11% DamageBuff(Smashing)
11% DamageBuff(Lethal)
11% DamageBuff(Fire)
11% DamageBuff(Cold)
11% DamageBuff(Energy)
11% DamageBuff(Negative)
11% DamageBuff(Toxic)
11% DamageBuff(Psionic)
24.6% Defense(Smashing)
24.6% Defense(Lethal)
4.25% Defense(Fire)
4.25% Defense(Cold)
5.5% Defense(Energy)
5.5% Defense(Negative)
3% Defense(Psionic)
16.1% Defense(Melee)
4.25% Defense(Ranged)
5.5% Defense(AoE)
2.25% Max End
5% Enhancement(Heal)
48.8% Enhancement(RechargeTime)
2.5% Enhancement(Held)
3% Enhancement(Immobilize)
39% Enhancement(Accuracy)
5% FlySpeed
160.2 HP (15.8%) HitPoints
5% JumpHeight
5% JumpSpeed
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Held) 2.2%
MezResist(Immobilize) 15.4%
10.5% (0.18 End/sec) Recovery
32% (1.36 HP/sec) Regeneration
20% Resistance(Smashing)
20% Resistance(Lethal)
25% Resistance(Fire)
25% Resistance(Cold)
20% Resistance(Energy)
21.9% Resistance(Negative)
20% Resistance(Toxic)
20% Resistance(Psionic)
5% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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